please tell me ur gona release that map for sb3 too.
also
[QUOTE=buggy123;23494888]@DaApoc
i know someone whos making a sb map for mcbuilds and i asked if he could put in a matc. he thought it would be stealing the idea from you and i did get the idea from your video about it. assuming you did make the map with that can he have your blessing on putting one in his map?[/QUOTE]
so?
As long as it doesn't look exactly like my device, I don't care. It's not like I patented the idea of having a hammer contraption that shoots physics objects at high velocities.
[QUOTE=buggy123;23563718]please tell me ur gona release that map for sb3 too.
[/QUOTE]
Possibly. SB3 and I aren't on speaking terms at the moment.
She STOOD YOU UP AND DIDN'T EVEN CALL BACK
Lawl.
[QUOTE=Bynari;23563259]awesome stoof[/QUOTE]
When you make the final trailer i suggest putting a video overlay like you're looking through a camera on each of the shots, would make it absolutely epic (like the Halo ODST early trailers), you could have a starship slowly edge into the shot or hyperdrive in just before the camera cuts out
hype it up a bit
P.S. If you made new_worlds 2 i love you
[QUOTE=Bynari;23563259]*new worlds 3*
I know it says 2009. Got kinda sidetracked, you might say. I'll try to get it done in the next couple months.
Also, New Worlds 2 will be reworked for Frontier.
Changes so far:
-A large asteroid has collided with the spawn planet, destroying it. Humanity has escaped and has set up a permanent
base at the asteroid base.
-Asteroid base has been upgraded
-A new planet has been discovered in the system
-New structures and features have been created on existing planets[/QUOTE]
Not sure if this matters since you're working on v3, but the planet atmospheres are gone and I get blurry after-images wherever I look on new worlds 2. None of my other maps do this. Not sure if you support your old versions, but Garry *fixed* something to make your maps wonky.
I feel sad every time I see a spacebuild map, simply because something much greater failed (atleast so far). This greater idea is [URL="http://www.facepunch.com/showthread.php?t=423976"]Ulysses universe[/URL], and consists of spherical planets with spherical gravity. But something went wrong during some update of garrysmod so the maps started to crash on startup, so the project was suspended.
[QUOTE=M1kk3l109;23600465]I feel sad every time I see a spacebuild map, simply because something much greater failed (atleast so far). This greater idea is [URL="http://www.facepunch.com/showthread.php?t=423976"]Ulysses universe[/URL], and consists of spherical planets with spherical gravity. But something went wrong during some update of garrysmod so the maps started to crash on startup, so the project was suspended.[/QUOTE]
The fact that Source Engine hated it didn't help.
[QUOTE=M1kk3l109;23600465]I feel sad every time I see a spacebuild map, simply because something much greater failed (atleast so far). This greater idea is [URL="http://www.facepunch.com/showthread.php?t=423976"]Ulysses universe[/URL], and consists of spherical planets with spherical gravity. But something went wrong during some update of garrysmod so the maps started to crash on startup, so the project was suspended.[/QUOTE]
Megiddo fucking owns though. His shit is always great. I remember when he first started working on that whole thing.
Didn't he do the night and day cycle thing too?
Personally, I think spherical planets and gravity would be awesome, although it would definitely have to be perfected, considering it would be a bit awkward when trying to leave a planet... Perhaps if the gravity only effected you whilst you were within its atmosphere? (Everywhere else being default gravity) Otherwise you would end up with strange battles in space and weird view issues... Nonetheless, I would absolutely love to see the "Spherical Planets" take place, unfortunately we most likely won't see it for a long long time.
Like I've said before, spherical planets are of no use in an engine with a map limit as small as Source's. They become too small, thereby impossible to build on because of "height" differences as the planet's surface curves.
We got it working, but the problem is that there's no support for rotating the players collision box. So, depending on the orientation of the player, you'd have problems with being shot correctly, walking through doorways, colliding with objects, etc.
Yeah, it'd be cool. But not worth the effort. Not only would I hate to do the mapping end of it, but building on a sphere would be awkward as fuck. And they'd have to be huge, meaning you could only have like 3 small ones.
Hmm... Well I suppose we'll have to wait for the source engine to increase its maximum size so that we can create sphere, and hopefully learn to rotate the player's physbox. (It would still be awesome to have atleast 4 - 5 planets that have epic caves 'n such and are spherical, although walking in cave would be ridiculous too considering the gravity) Maybe someday someone will get it just right, but for now it seems like it would be very difficult to perfect...
[QUOTE=Diet Taco;23617014]Hmm... Well I suppose we'll have to wait for the source engine to increase its maximum size so that we can create sphere, and hopefully learn to rotate the player's physbox. (It would still be awesome to have atleast 4 - 5 planets that have epic caves 'n such and are spherical, although walking in cave would be ridiculous too considering the gravity) Maybe someday someone will get it just right, but for now it seems like it would be very difficult to perfect...[/QUOTE]
In other words we will be waiting until the end of source engine, because you don't quite get it.
It is impossible to rotate the physbox by engine.
Valve wont enlarge the source grid as they don't use more than a quarter of it at any one time anyway.
Oh part three: Source engine is about nine years out of date and will crash (or at least look like utter shit) if we even tried anything like this.
In other words, source engine needs a replacement before it can be tried. A complete replacement.
[QUOTE=DaApocalypse;23609666]We got it working, but the problem is that there's no support for rotating the players collision box. So, depending on the orientation of the player, you'd have problems with being shot correctly, walking through doorways, colliding with objects, etc.
Yeah, it'd be cool. But not worth the effort. Not only would I hate to do the mapping end of it, but building on a sphere would be awkward as fuck. And they'd have to be huge, meaning you could only have like 3 small ones.[/QUOTE]
Player/prop resizing would help with the size thing (alot) - it would basically let planets be a whole lot bigger, so players could run amock on mini-planets and build useable buildings in non-euclidean space! (or, alternatively, build a spacestation with flat-gravity)
Meh, It might be possible in about 2020 when we do have huge monster space ship and all that jazz...
EDIT
Page King!
[QUOTE=ggrifi;23618409]Player/prop resizing would help with the size thing (alot) - it would basically let planets be a whole lot bigger, so players could run amock on mini-planets and build useable buildings in non-euclidean space! (or, alternatively, build a spacestation with flat-gravity)[/QUOTE]
This has been in progress and discussion for the past several months in various threads; the short answer, I believe, is that while it's possible, it's not possible to do without any sort of performance degradation; the more we try to make it awesome, the more lag we get out of it. Even on an insanely high-end computer, the Source Engine can only handle so much...The only thing left to do, really, is wait until Garry gets the time/funding/whatever to make his own engine, if he so decides to do so.
It's like spending 5k on a gaming computer to emulate the PS3. Yes, it is possible, but there are too many hardware differences for it to work without any bugs. It's more worth it to just freaking buy the PS3. (In this case, make a new engine to take advantage of newer technology.)
[QUOTE=ContiX;23625183]This has been in progress and discussion for the past several months in various threads; the short answer, I believe, is that while it's possible, it's not possible to do without any sort of performance degradation; the more we try to make it awesome, the more lag we get out of it. Even on an insanely high-end computer, the Source Engine can only handle so much...The only thing left to do, really, is wait until Garry gets the time/funding/whatever to make his own engine, if he so decides to do so.[/QUOTE]
Something like this. The major problem is source limits. As it stands the only logical way of doing it is with the gm_phys.dll, and that has to be included within Gmod itself with hooks before we can use it on that level.
It is this .dll that allows the polyweld tool to work for example, but the lack of direct hooks within gmod means we are limited to grabbing it via LUA - which is the reason you must use the ball with PW tool, its how the LUA hooks into the .dll.
Even with gm_phys included as standard in Gmod there will be problems. Source can scale players perfectly fine, but it has to be done at mod level. If a mod is designed in the source code to scale down players (see the mod Eternal Silence) then it works fine.
However as this is not the case for Gmod, it causes many hundreds of problems that frankly cause a bigger issue.
Long story short, I really want Garry to move to Unity3D so we can ditch this out dated crap.
[QUOTE=LokiSan;23618074]In other words we will be waiting until the end of source engine, because you don't quite get it.
It is impossible to rotate the physbox by engine.
Valve wont enlarge the source grid as they don't use more than a quarter of it at any one time anyway.
Oh part three: Source engine is about nine years out of date and will crash (or at least look like utter shit) if we even tried anything like this.
In other words, source engine needs a replacement before it can be tried. A complete replacement.[/QUOTE]
well i have a new idea! remove the physbox(or just make it not collide)and then create a new collison prop/ragdoll/whatever it is and rotate that and parent the player to said prop/ragdoll/whatever.
It still won't rotate.
And it wouldn't be practical.
[QUOTE]And it wouldn't be practical.[/QUOTE]
Precisely...
Unfortunately I don't see Garry making his own engine/changing from SourceEngine any time soon.
[U][offtopic][/U]
I was thinking about a few things for Frontier. I was thinking about how random people can spawn weapons such as RailGuns / Gcombat devices and then blow people up. What if you could make it so that there was a "Researching System" to where a player had to go into a derma menu and pay some kind of value or have a certain amount of time on the server before he could "Research Something" (which would give the player the ability to spawn that type of entity) Not only would it allow a bit of realism, it would also lower the amount of gcombat minges... Also you could have different types of weapons, for example Energy Based weapons / Heat Based weapons / Air(?) based weapons which would be researced individually.
Idk, just a few thoughts I was having.
[U][/offtopic][/U]
[QUOTE=Diet Taco;23633144]
[U][offtopic][/U]
I was thinking about a few things for Frontier. I was thinking about how random people can spawn weapons such as RailGuns / Gcombat devices and then blow people up. What if you could make it so that there was a "Researching System" to where a player had to go into a derma menu and pay some kind of value or have a certain amount of time on the server before he could "Research Something" (which would give the player the ability to spawn that type of entity) Not only would it allow a bit of realism, it would also lower the amount of gcombat minges... Also you could have different types of weapons, for example Energy Based weapons / Heat Based weapons / Air(?) based weapons which would be researced individually.
Idk, just a few thoughts I was having.
[U][/offtopic][/U][/QUOTE]
Good idea for an RP varient of it, but Frontier isn't being developed as an RP mod.
For now, peacebuild servers will most probably have the frontier guns added to the Admin only list.
[QUOTE=DaApocalypse;23609666]We got it working, but the problem is that there's no support for rotating the players collision box. So, depending on the orientation of the player, you'd have problems with being shot correctly, walking through doorways, colliding with objects, etc.
Yeah, it'd be cool. But not worth the effort. Not only would I hate to do the mapping end of it, but building on a sphere would be awkward as fuck. And they'd have to be huge, meaning you could only have like 3 small ones.[/QUOTE]
Well, Loki tells us he's been working on sector-based maps (multiple maps in one) to beat the source size limit (cheat), so each giant planet could have one large map for itself
[QUOTE=ggrifi;23690233]Well, Loki tells us he's been working on sector-based maps (multiple maps in one) to beat the source size limit (cheat), so each giant planet could have one large map for itself[/QUOTE]
Thats not how it will work. The map he is creating would have walls in between each of the planets, so you are forced to use a hoverdrive to get from planet to planet. The map will not be any larger than source permits.
[QUOTE=Darkling;23697373]Thats not how it will work. The map he is creating would have walls in between each of the planets, so you are forced to use a hoverdrive to get from planet to planet. The map will not be any larger than source permits.[/QUOTE]
Exactly this. It merely gives the impression of jumping huge distances.
[QUOTE=LokiSan;23703433]Exactly this. It merely gives the impression of jumping huge distances.[/QUOTE]
[OFFTOPIC]
You know, Someone needs to get their hands on a beefy server and have it Virtualize 2 to 4 extra servers on the primary one, Run different maps on the Virtual servers, and make the hoverdrives, or some custom SENT, jump you between servers.
[\OFFTOPIC]
[QUOTE=FarseerWrait;23706113][OFFTOPIC]
You know, Someone needs to get their hands on a beefy server and have it Virtualize 2 to 4 extra servers on the primary one, Run different maps on the Virtual servers, and make the hoverdrives, or some custom SENT, jump you between servers.
[\OFFTOPIC][/QUOTE]
If I had a penny for every time someone mentioned this idea for Stargate mod, or any other mod involving hyperdrives, I would rival Steve Jobs in yearly pay.
It is possible to send a player to another server.
Sending an entire contraption, however, is a monumental task that is more likely to break the game than add functionality.
My question is, what would you use the server for?... I just have no idea.
Have you thought about making the shift to Unity3D yourselves, and making a standalone 3D Spaceship-Building-Exploring-Surviving-Possibly-Even-Battling game?
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